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Rules & basics

Ludo rules explained

Entry rolls, safe squares, captures and finishing: know the rules before you start.

Agree on a version

Ludo has traditional board rules, family house rules and digital variants. This overview describes common concepts rather than a single rulebook that applies to every version.

Bringing a token into play

Many versions require a six to move a token out of its yard. Extra-roll rules and what happens after repeated sixes may differ. Check these before your first turn.

Moving around the track

A die roll determines how far an eligible token moves. Where more than one move is legal, you choose which token to advance. Some versions allow blocks or multiple friendly tokens on one square; others handle these differently.

Captures and safe spaces

Landing on an opponent’s vulnerable token can send it back to the yard. Safe squares protect tokens under the chosen rules. Do not assume every marked square has the same meaning in every app.

Home and winning

After travelling around the shared track, tokens enter the matching colour’s home path. An exact finishing roll is common, but winning conditions can differ in quick or team modes.

Make a short checklist

Before playing, confirm the entry roll, extra turns, repeated-six rule, safe spaces, blocks, exact finish and conditions for winning. For an app, use the instructions for the specific mode. This prevents disputes caused by switching between familiar house rules and a different digital version.